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Fix stupid syntax error in all shaders.

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1 parent 5d5bd44 commit a73b8fa82171ee5e26a88a96b7905c4e4a8df1d1 @gimhael gimhael committed Mar 12, 2016
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@@ -29,7 +29,7 @@ uniform vec2 u_TexScale;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -29,7 +29,7 @@ uniform vec2 u_TexScale;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -32,7 +32,7 @@ varying vec2 var_Tex;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -29,7 +29,7 @@ const vec4 LUMINANCE_VECTOR = vec4(0.2125, 0.7154, 0.0721, 0.0);
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
// contrast adjustment function
@@ -38,7 +38,7 @@ varying vec2 var_TexCoord;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -25,7 +25,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -34,7 +34,7 @@ const vec2 pixelScale = r_FBufScale;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
vec4 depthToZ(in vec4 depth) {
@@ -27,7 +27,7 @@ uniform sampler2D u_DepthMap;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -35,7 +35,7 @@ varying vec3 var_Normal;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -34,7 +34,7 @@ uniform mat4 u_UnprojectMatrix;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -31,7 +31,7 @@ varying vec4 var_Color;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -98,7 +98,7 @@ varying vec4 var_Normal;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
@@ -32,7 +32,7 @@ uniform sampler2D u_ColorMap;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -36,7 +36,7 @@ uniform sampler2D u_DepthMap;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -32,7 +32,7 @@ varying float var_Deform;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -45,7 +45,7 @@ varying vec4 var_Color;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -49,7 +49,7 @@ varying vec3 var_TexAttenXYZ;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -52,7 +52,7 @@ varying vec3 var_Normal;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
#if defined(USE_PARALLAX_MAPPING)
@@ -30,7 +30,7 @@ uniform vec3 u_blurVec;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -31,7 +31,7 @@ varying vec4 var_Color;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -36,7 +36,7 @@ varying vec4 var_Normal;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -35,7 +35,7 @@ varying vec3 var_Normal;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -29,7 +29,7 @@ varying vec4 var_Color;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -34,7 +34,7 @@ varying vec4 var_Color;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
#ifdef TEXTURE_RG
@@ -30,7 +30,7 @@ varying vec3 var_Position;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void main()
@@ -35,7 +35,7 @@ const float haloCutoff = 15.0;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
float depthToZ(float depth) {
@@ -56,7 +56,7 @@ varying vec3 var_Normal;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
void ReadLightGrid(in vec3 pos, out vec3 lgtDir,
@@ -53,7 +53,7 @@ varying vec3 var_Normal;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
#if defined(USE_NORMAL_MAPPING)
@@ -33,7 +33,7 @@ uniform mat4 u_UnprojectMatrix;
#if __VERSION__ > 120
out vec4 outputColor;
#else
-#define outputColor gl_FragColor;
+#define outputColor gl_FragColor
#endif
float DecodeDepth(vec4 color)

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